Patrice L Tamar Weiss

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System identification techniques have been used to track changes in dynamic stiffness of the human ankle joint over a wide range of muscle contraction levels. Subjects lay supine on an experimental table with their left foot encased in a rigid, low-inertia cast which was fixed to an electro-hydraulic actuator operating as a position servo. Subjects(More)
The main objective of this paper was to investigate the potential of the Sony PlayStation II EyeToy (www.EyeToy.com) for use in during the rehabilitation of elderly people with disabilities. This system is a projected, video-capture system which was developed as a gaming environment for children. As compared to other virtual reality systems such as(More)
Product and process handwriting evaluation-Rosenblum et al. 1 Acknowledgements We would like to thank Sarina Goldstand, OT, for her dedicated help and professional editorial support. Financial support from the Ministry of Education is gratefully acknowledged. Abstract Handwriting is a complex human activity that entails an intricate blend of cognitive,(More)
This article presents results from a feasibility study of a video-capture virtual reality (VR) system used with patients who have paraplegic spinal cord injury (SCI) and who need balance training. The advantages of the VR system include providing the user with natural control of movements, the ability to use as many parts of the body as are deemed suitable(More)
Virtual reality is the use of interactive simulations to present users with opportunities to perform in virtual environments that appear, sound, and less frequently, feel similar to real-world objects and events. Interactive computer play refers to the use of a game where a child interacts and plays with virtual objects in a computer-generated environment.(More)
BACKGROUND Continuous performance tasks (CPTs) embedded in a virtual reality (VR) classroom environment have been shown to be a sensitive and user-friendly assessment tool to detect cognitive deficits related to attention-deficit/hyperactivity disorder (ADHD). The aim of the current study was to compare the performance of children with ADHD on a VR-CPT(More)
Video capture virtual reality (VR) uses a video camera and software to track movement in a single plane without the need to place markers on specific bodily locations. The user's image is thereby embedded within a simulated environment such that it is possible to interact with animated graphics in a completely natural manner. Although this technology first(More)
System identification techniques were used to examine the position dependence of passive ankle joint mechanics. The relaxed ankle was stochastically perturbed about different angles in the range of motion (ROM). The linear dynamic relation between ankle position and torque was identified and modelled as a second-order underdamped system, having inertial(More)
PURPOSE The goal of this study was to determine whether non immersive interactive virtual environments are an effective medium for training individuals who suffer from Unilateral Spatial Neglect (USN) as a result of a right hemisphere stroke, and to compare it to a standard computer visual scanning training. METHOD Participants included 19 patients with(More)
OBJECTIVE To evaluate the effectiveness of a 2-D virtual reality (2DVR) programme in the training of people with stroke on how to access and use the station facilities of the Mass Transit Railway (MTR). METHOD A flat-screen 2DVR based training programme and a corresponding, typical psycho-educational programme with video modelling were developed for(More)